Electric components

Started by TNSe, October 27, 2013, 01:07:57 PM

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TNSe

Here is a shopping list for Tynan:

- Capacitors. Unlike batteries, these charge and discharge faster, but have much lower capacity.
- Implement charge and discharge speed (how fast batteries can suck up power and how fast they can discharge the power)
- Switches. Power switches/levers that must be manually turned on/off by the colonists. 0 power usage.
- Proximity switches. Power switches that turn on/off current based on motion detection. Drains a small amount of power.
- Make doors that stay locked as long as they are powered. (So no one can pass without breaking it down). Drains power.
- Laser turrets with cumulative damage output based on how long they have fired. (This is where capacitors come in, as batteries might not be able to deliver enough power to keep laser firing, and power plants have no chance)
- Power cable bridges (So power cables may cross but won't be connected)
- "Transistors". T-crosses where if power comes in from one side, it will let power through the 2 remaining cables.

This is basic setup for electric components, but if more advanced power modelling is added, one could add resistors and much other fun stuff.

salt1219

#1
there's a stickied thread called the cheapest ideas thread.  its a great place to post things like these.
http://ludeon.com/forums/index.php?topic=174.0